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This new sticky topic will serve as an index for all discoveries regarding GENERAL MOD MAKING. All discoveries, clarifications and breakthroughs made after my return will be indexed here. (As well as all older discoveries that will be pointed out to me by others either by posting under this topic OR by sending me a PM)

This topic will be strictly moderated. It is only meant to serve as an index and therefore please don't post your questions in this topic.

In charstats.txt, the columns skill1 to skill10 allow you to add any skill to the characters, and you'll start the game with 1 point in that skill. However, passive skills won't have any effect when you first create the character with 1 point like this, you have to leave the game and come in again for it to work properly.

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I don't think these fields ever served any purpose in the final game, they are just another remniscent from the development phase.

I assume that originally Blizz intended to use these columns to control the ilvl of the magic items sold in the vendors magic tab, however they never used these columns for the ilvl, rather in 1.00-1.06 they used the area level of the town (IIRC) and in 1.07-1.10 they are using your clvl (and some other values that I am uncertain about) (and the bonus granted to some items, such as circlets) (the magic tab was disabled in 1.07 and replaced by the second weapons tab)

Last edited by Nefarius on Tue Jun 14, 2005 3:06 pm, edited 2 times in total.

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I assume that originally Blizz intended to use these columns to control the ilvl of the magic items sold in the vendors magic tab, however they never used these columns for the ilvl, rather in 1.00-1.06 they used the area level of the town (IIRC) and in 1.07-1.10 they are using your clvl (and some other values that I am uncertain about) (and the bonus granted to some items, such as circlets) (the magic tab was disabled in 1.07 and replaced by the second weapons tab)

It do work like intended,

it set max magic level on affixes spawned on items at vendor.

Last edited by kingpin on Wed Jun 15, 2005 8:53 am, edited 1 time in total.

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Normally changing column headers is bad business altogether, but in this case you can change the spelling and correct the original compiler bug. The list below is what the code requires (weapons.txt, armor.txt and misc.txt use the same build).

The fileguide doesn't give any information about the column NoSend in states.txt:

From what I have found, NoSend controls if information about this state is sent to the client. If the information is not sent, then it can't be reported properly in the character screen or the extra PlugY pages.

I tested this with Soul Shiver (renamed Warmth) in Eastern Sun, normally the Mana Regen isn't displayed (properly) by the LCS (in the extra pages added by PlugY), only the 30% you get for the hard point were shown. When I cleared the NoSend column for the Warmth state in states.txt, then the information about it was properly shown and updated when I added/removed +skills or such.

Doombreed-x" wrote: However, passive skills won't have any effect when you first create the character with 1 point like this, you have to leave the game and come in again for it to work properly.

Though I've found a neat workaround. Make an active skill and make it unusable (requires state x with restrict to 2) but give the skill a passive state and passive stats (like resist fire/cold/lightning does). You still get the passive stats, and you even get to scroll over it to see what it does.

You can also do this with attack, unsummon, etc.

Terran Marine wrote:I came here to kick ass and chew bubblegum! And I'm all out of ... agh, forget it!

I am 90% certain (not that certain) that setting 2 in a missile's trans column causes the inverse of the normal darkness = transparency. IIRC the unholy bolts of have a light outline in the dcc files meaning they would have to be using this kind of transparency. This would allow for dark missiles with variable transparency.

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Wopsh" wrote:I am 90% certain (not that certain) that setting 2 in a missile's trans column causes the inverse of the normal darkness = transparency. IIRC the unholy bolts of have a light outline in the dcc files meaning they would have to be using this kind of transparency. This would allow for dark missiles with variable transparency.

nope, 2 is highlight(color multiply), missiles have 7 trans modes just like everything else, they however have a base of 5 added by the draw code(don't ask me why, seems retarded...), -4 should get you 25% opacity, -3 is 50%, -2 is 75% etc, me and others have posted the various blend modes (6 - 1 for missiles iirc - is fun, its color multiply + 50% trans)